So your saying that riflenades counter unsupported maxims the same way as usf smoke+ nade counters unsupported mg's. good i believe we have achieved balance. '
This.
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So your saying that riflenades counter unsupported maxims the same way as usf smoke+ nade counters unsupported mg's. good i believe we have achieved balance. '
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This discussion has nothing to do with unsupported maxims.
A maxim cannot be used as intended because Grens hard counter them even though maxims should beat Grens.
USF smoke does not kill MG's. It just forces the axis player to micro, its a mciro tax. Rifle nades have no micro counter, you fire outside of visual range and I lose men.
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Other than your Maxim squads screaming grenade at the top of their lungs yeah you have no warning. The maxims reposition time makes avoiding standard nades fairly easy, which is why the rifle nade is so good.
I do support as mentioned earlier that squads grenades range should be halved or disabled once suppressed
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Are you serious?
You think an audio cue is enough time to move the maxim squad out from under the grenade. I hesitate to suggest this, but feel free to try to move it that fast and post a replay of it working. Also please post the number of times it did not work so we can have a fair comparison.
You think I don't know how to dodge grenades?
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Are you serious?
You think an audio cue is enough time to move the maxim squad out from under the grenade. I hesitate to suggest this, but feel free to try to move it that fast and post a replay of it working. Also please post the number of times it did not work so we can have a fair comparison.
You think I don't know how to dodge grenades?
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And another comparison in which specific units are compared in a vacuum and at only one specific point in time of a game.
Don't do that, people.
Always look at the factions as a whole when discussing units and always have the map styles and the early, the mid, and the late game in mind.
1. "Vet 2 gren rifle nade range is insane."
Yes, it is. So what? They can never be used in CQC, even at vet 3, while Molos can always be used at CQC. Depending on the map, this can be a huge drawback.
2. "Rifle nades do insane damage, while Molos only do lackluster damage."
Yes, they do. But remember what they are being used against. Maxims have six men and a short teardown time, while MG42s have only four men and a long teardown time. Also, the price tag of replacements for these weapon teams is different. Killing 2 MG42 crew member and killing 3-4 Maxim crew members is cost-wise actually pretty equal.
If you make the damage output of rifle nades and Molos equal, it will make one faction suffer dispropotionaly more.
3. "Maxims are totally useless vs vet 2 LMG grens"
Yes, they are. However, that only becomes relevant in the midgame and beyond. Think about the early game, too. In the early game, the Maxims own the grens. What do you want? You want the Maxim do be strong in the early game and stay strong through the late game? That sounds OP to me.
The Maxim is quite different from the MG42. It starts as a good offensive and a good defensive weapon, but drops in strength from the midgame onward. The MG42 in contrast starts as a crap offensive and a mediocre defensive weapon (lower suppression rate). It only starts getting good with vet from the midgame onward. Sounds balanced to me.
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The argument that RNades are needed to deal with 6 man squads is also silly. So what are you supposed to do as USF?
Also Grens do great damage, so if you get a flank you will get the maxim. But if you are trying to kill MG's with frontline inf (which are supposed to be controlled by them) then I have no pity for you. Go get your mortar or your amazingly good sniper. Or use your MG to suppress it. Don't come to me and tell me the Grens need to be able to single handily take on an MG.
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Actually the maxim will simply turn around and nullify the flank. which was a key reason maxim spam was such a problem in the first place.
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maxim spam? that's so 2013.
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Lets keep it that way shall we?
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